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term1nally s1ck
2010-04-20, 04:01 PM
The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.

Map:{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=201028)

ThisIsALie
2010-04-20, 04:57 PM
"Agh! Wut the hell? Damn stupid.... Uh... ...."

Shield out/axe out

+1 listen/spot/initiative aura active

search the room [roll0]
knowledge(stuff on walls) [roll1]
listen at the door [roll2]
extinguish torch
take torch and put in sack.

If there is anything approaching the door I will active DR1/magic aura and ready an action to hit it and 5ft step

Else I will open the door and look around my immediate area
Search [roll3]
Spot [roll4]
Listen [roll5]

"ullo? Anyone there?"

Listen [roll6] just in case someone says 'yes'. If anyone says 'no' we can proceed with combat.

Activate DR1/mag.

term1nally s1ck
2010-04-20, 05:04 PM
It's completely pitch black, and you can hear nothing bar the dripping.

Same for the corridor outside.

ThisIsALie
2010-04-20, 05:11 PM
I have liquid light hung around my neck.

"damn how'd i turn this on?"

term1nally s1ck
2010-04-20, 05:18 PM
Ah yeah, I missed that.

Ok, You can see 30' south, where the corridor ends in a T-junction, and up to 40' east, where the corridor has not ended yet.

20' south, there's a split east.

10' east, there's a north/south split.

30' east, there's a door north.

ThisIsALie
2010-04-20, 05:26 PM
"So it's like that eh?"

Ill stick my axe in my belt and take out my 10ft pole and wiggle it around the floor in front of me as I walk and head east to the door.

move silently [roll0]
search[roll1]
listen[roll2]
spot[roll3]

term1nally s1ck
2010-04-20, 05:45 PM
How much pressure are you putting on that pole?

ThisIsALie
2010-04-20, 06:03 PM
Does it specify anywhere what my pole is made of?

I'm not poking things hard at the moment, I am waving it around in front of me as I walk from wall to wall. A few more traps will probably have me being more careful.

term1nally s1ck
2010-04-21, 04:18 AM
Welp, at the junction you see that the corridor north turns east after 20', and the corridor south turns west after 20', with a door east after 15'.

5' further on, the floor crumbles beneath you. Make a reflex save.

ThisIsALie
2010-04-21, 08:37 AM
[roll0]

that's reasonable.

If succeed and the hole is less than 10ft, I will vault it using my 10ft pole. Otherwise I'll just end up wherever.

How noisy is it?

term1nally s1ck
2010-04-21, 09:43 AM
noisy..

You pass, though.

it's 5' wide, 20' deep. You can climb over it/jump over it easily.

ThisIsALie
2010-04-21, 09:54 AM
I'll jump over while muttering "Woah... Idiots can't even build this place properly..."

Listen [roll0] to see if anything is comming.
spot [roll1] at the crossroads
search [roll2]

Then I will continue towards the door prodding the ground considerably harder than I was before. No longer being quiet.

term1nally s1ck
2010-04-21, 10:14 AM
You easily reach the door with no further incident.

ThisIsALie
2010-04-21, 10:35 AM
I'll listen at the door for anything.

[roll0]

If I don't hear anything I'll put my ear to the wall.

[roll1]

If nothing is heard, I'll check the sides of the door for traps.

[roll2]

What sort of handle is on the door? Is it possible to open the door without being in front of it?

term1nally s1ck
2010-04-21, 11:16 AM
You can hear breathing inside the room.

Yeah, you can open the door from adjacent squares. It's a 500lb sheet of lead, with indentations to help you slide it along the grooves in the floor it's set in.

ThisIsALie
2010-04-21, 11:36 AM
10ft pole goes in backpack I assume it can be unscrewed into smaller pieces. I'll throw caution to the wind, throw open the door and hopefully have a nice suprise round against the occupant?

initiative?

[roll0]

term1nally s1ck
2010-04-21, 11:44 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: [roll0]

ThisIsALie
2010-04-21, 11:57 AM
Do I have suprise? If i do, sling attack.
Can we assume I have my stance and soulmeld on, as I have no reason to disable it ever.

[roll0]
[roll1]
if crit
[roll2]
[roll3]

If I have room to charge I will, drop sling draw axe

attack assuming i DONT charge

[roll4] (+2 if charge)
[roll5] <- sorry its +4 for 8 total
if crit
[roll6] (+2 if charge)
[roll7]

term1nally s1ck
2010-04-21, 01:06 PM
soulmelds are shaped at the start of the day.

As for the stance, yeah, since it has no target, sure. Stance of Clarity would require an action.

No surprise round.

You can't charge, as it takes a move action to draw a weapon, OR you can do it as part of your move.

You hit, no kill yet.

He 5' steps back, and breathes fire at you:

[roll0] damage, halved already, and halved again on a reflex save, minimum 1 damage.

You're also entangled for [roll1] rounds.

BW online in [roll2] rounds.

ThisIsALie
2010-04-21, 01:24 PM
[roll0] <- save

I'll draw a loaded sling as my move action and fire

I'll just stand there looking stupid, drop the sling bullet on the floor and glare at him.

[roll1] <- attack

So... thats 2 damage from the failed save?

soulmelds: Eh? I've the book here and it says I can have it shaped for my entire life if I want. The only time it goes off is when I unshape it, which I would have no reason to do because I can't reshape it into anything else.

ThisIsALie
2010-04-21, 01:45 PM
Odd.. I can't see my reply..

Okay. Now I can.

term1nally s1ck
2010-04-21, 01:55 PM
Hang on, sorry, I thought you were a meldshaping class. With that feat, yeah, it's pretty much permanent.

Ok, he breathes moar fire:

[roll0], reflex halves. Remember, you're short 4 Dex due to entanglement.

[roll1] halved ongoing fire damage from the entanglement.

ThisIsALie
2010-04-21, 02:02 PM
Eh? I thought his breath weapon is ready NEXT round?
Kinda new to d&d sorry if I'm wrong.
To save incase.
[roll0] -2 due to -4 dex for +2 total

attacking with same sling:
[roll1] -2 due to -4 dex for +1 total
[roll2]
crit:
[roll3] -2 due to -4 dex for +1 total
[roll4]

term1nally s1ck
2010-04-21, 02:06 PM
Check the damage dice :smallwink:

Different dice, different breath.

Failed save, miss.

[roll0] halved on a reflex save.
[roll1] halved.

ThisIsALie
2010-04-21, 02:10 PM
Ah right, sorry :smallredface:

ThisIsALie
2010-04-21, 02:16 PM
shifting aura to regen.
my rage is active +2 to all saves +4 str +2dr/- -2 ac
[roll0] <- save
attacking with 10ft pole as improvised reach weapon and using crusader's strike.
[roll1]
[roll2]<- oops what d(x) should I use? (d6/d4?) Missed anycase...
crit:
[roll3]
[roll4]
On hit heals [roll5] hp

term1nally s1ck
2010-04-21, 04:02 PM
I'll find out the damage if you ever hit.

Remember, -2 on atk rolls from entanglement.

[roll0] fire, reflex halves.

[roll1] fire, already halved.

ThisIsALie
2010-04-21, 04:11 PM
[roll0] reflex save

[roll1] to hit AGH! cant hit the broad side of barn!

Am i free from entanglement on my next go? Or on it's go?

term1nally s1ck
2010-04-21, 05:09 PM
it's go.

[roll0] halved fire damage.

And it breathes acid at you:

[roll1] halved, halved again on reflex, and you're entangled for [roll2] rounds.

[roll3] til next BW.

ThisIsALie
2010-04-22, 01:36 AM
I've not taken my move action. Question: can I use readied move actions to dodge it's attacks? So if it casts it's breath weapon from more than 5 ft away I leg it? What's the range on it's entangling breath weapon?

Example if I readied an action to move back 10ft if it cast from over 5ft away and on it's turn it triggered my action, would it be able to revise it's action and instead of flaming an open square, follow me and then attack?

Sorry about the length, but it's the only way I'm getting out of this. :smallsigh:

term1nally s1ck
2010-04-22, 04:39 AM
Yeah, you could dodge like that. You could also simply step to the right.

The normal breath weapon is a 15' cone, but the narrower beam it uses to entangle is a mere 10' line.

ThisIsALie
2010-04-22, 08:53 AM
Okay I ready an action to move in response to it using a breath weapon.

Do i need to specify what kind of move?

Also how would I counter a readied action to move in response to my attack? Would charging counter that? Or i'll just make it use it's move action before I attack....

Also would you like me to spoiler my readied actions?

Also I assumed earlier that I had been anchored to the floor which would completely prevent movement. If I was in fact able to move at 1/2 speed I will be kicking myself. But 1/2 as fast.

term1nally s1ck
2010-04-22, 11:08 AM
A readied action to move in response to your attack can only be beaten by pinning them in a corner somehow, or by readying an action to attack them when they take a standard action.

You do not need to specify what direction.

It breathes fire:

[roll0] reflex halves

[roll1] halved from entanglement, whether you dodge or not.

ThisIsALie
2010-04-22, 12:51 PM
Oh and I rolled a 16 on a save earlier? Was that a pass? Given this is getting a bit tactical can you post up mine and it's positions?

I assume it is something like this: L = lizard M= me F=fire
My readied action:
ooooo
ooLoo
ooooo
ooMoo
ooooo

Then:

ooooo
ooLoo
oFFoo
FFFFM
FFFFo

I attack it with my 10ft pole.
[roll0]and I ready another action to move if it attacks (does that include flame?) If not I'll revise my turn

term1nally s1ck
2010-04-22, 02:19 PM
it's the same as invisibility, so yes, it would include breath weapons.

You dodge.

You can't attack and ready an action, both are standard actions.

ThisIsALie
2010-04-22, 02:39 PM
Sorry. My mistake, in that case:

ooooo
ooLoo
ooooo
ooMoo
ooooo

ooooo
ooLoo
oFFMo
FFFFo
FFFFo

My readied move action is to re-draw my axe and 5ft step to the shown location.

My turn is:
[roll0] .... dammit. +7 but doesn't matter
[roll1]
Followed by running if I miss.
I will be provoking an AO.

I came in at E5. I run out of the room and jump over the pit. I'm pretty sure I'm out of movement when I land on the other side of the pit.

Btw really sorry about the retractive actions but on the plus side, it hasn't mattered at all...

Oh and am I able to move after being entangled?

term1nally s1ck
2010-04-22, 06:22 PM
Yeah, you can move.

He doesn't take the AoO.

He wanders out the room, and breathes fire at you:

[roll0] halved, reflex halves, and entangled for [roll1] rounds.

[roll2] halved ongoing damage from the acid.

ThisIsALie
2010-04-23, 09:38 AM
$%£%£$!!!

I could move the whole time? .... I thought I was stuck to the floor....

Damn, the lizard has 30ft ms.

[roll0] <- reflex save

Attacking actross the pit with my 10ft pole.

[roll1]

I'll probably start again.

Pressing the restart button but I'm also making char changes.

What are the rules on metagaming? Although I suppose I didn't find out too much.

term1nally s1ck
2010-04-23, 02:43 PM
You could move, but half speed, so jumping the pit was probably not possible, thinking about it.

Your character knows everything you know. How? A wizard did it.

ThisIsALie
2010-04-23, 02:48 PM
The entangle had worn off it was round 5 and it had a 4 round duration.

Thus me having a facepalm moment when I found out I could move, just wayyy too late.

Fair enough. That makes sense. I have learnt my lesson and will bug you about every detail about my status :smallwink:

I'll post of my dude on the check board and I should be good to go again.

term1nally s1ck
2010-04-23, 02:51 PM
The entangling wears off on his turn...unless he refreshed it, which he did each time :smallamused:

Unless you're making a lot of changes,, just post here.

ThisIsALie
2010-04-23, 03:10 PM
Sooooo confused... So the entangle only lasts 1 round? I thought it said 4 rounds. So at round 5 I ran like hell after dodging his refresh attempt.

Yeah it's a lot, linky anyhow.

http://www.myth-weavers.com/sheetview.php?sheetid=201028

term1nally s1ck
2010-04-23, 04:01 PM
Ah, no, you'd already taken your standard that turn, so couldn't ready a dodge. It's d4 rounds.

ThisIsALie
2010-04-23, 04:27 PM
Yeah, I'm kinda new to d&d. Thought to ready a move action only required a move action. My new char is ready I hope and I'll see if there are any probs with him.

http://www.myth-weavers.com/sheetview.php?sheetid=201028

ThisIsALie
2010-04-25, 05:07 AM
Character sorted - one thing. Can I take ranks in a knowledge skill and retrain knowledge domain into knowledge devotion in the same level. I.e. I put 1 ranks in all my knowledges while they are class skills then swap knowledge for knowledge devo.

Zim awakens.
He uses his 7 turn attempts to persist lesser vigor and enters his stance.

"I'll get that 'dang' dragon back..."

He picks up and extinguishes the torch on the wall and opens the door. He heads down the corridor to the first junction (east) is and pokes it heavily with his 10ft pole along the corridor to make the pit collapse. He then jumps over.

"What the hell? I'm an orc?.... Sweet...."

He goes outside the door to the lizard's room and listens at the wall.

[roll0] <- if this is low I'll take 20.
I take 20 for a total of 23

If I hear noises from the room I stand in front of the door, cast true strike and open the door.

[roll1] <- initiative

ThisIsALie
2010-04-25, 05:10 AM
Maneuvers gained

[roll0] (charging minotour)
[roll1] (stone bones)

They are numbered on my sheet for convinience.

term1nally s1ck
2010-04-25, 07:11 AM
Yup and yup, True strike cast.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: [roll0]


Knowledge: Arcana OR Local.

ThisIsALie
2010-04-25, 02:53 PM
[roll0] all of them are -1 overall.

So thats +1 attack and +1 damage

All knowledges relivant to know devotion are trained with 1 rank in them and coupled with my awsome -2 int mod I'm confident I can achieve +1 att+dmg consistantly.

term1nally s1ck
2010-04-25, 03:39 PM
Still, it's better than wep focus+wep specialisation, and isn't limited to the weapon.

Aaaand he moves forward and breathes fire

[roll0], halved, halve again on reflex, minimum 1, entangled.

ThisIsALie
2010-04-25, 04:59 PM
[roll0]
reflex

ThisIsALie
2010-04-25, 05:00 PM
1 damage to hp 1 to pool

Move forward and attacking with greatsword

[roll0]
[roll0]

On a hit I gain 1hp

Minimum post length fail.

ThisIsALie
2010-04-25, 05:01 PM
1 damage in my delayed pool 1 damage to my hp

My fast healing heals me for 1 hp

Attacking

[roll0]+1 <- with rolls like that I know true strike isn't wasted
[roll1]+1

on a hit I heal 2hp (1 hp taken out of damage pool)

"NOW YOU DIE!"

term1nally s1ck
2010-04-25, 06:30 PM
O_o.

Dead.

Very dead.

ongoing damage of nevermindyouhavefasthealing1

So, yeah. Character two kills the scary fire lizard man. Where to, oh knowledgeable Orc warrior?

ThisIsALie
2010-04-26, 11:00 AM
1) looting the body taking 20 for search if I must. 20 total. Do I find exp?

2) I want to spend about a minute desecrating his corpse, possibly resulting in me having a hat. [roll0] <- craft hat.

3) Back out the door I came in and go east, strutting along the corridoor poking the floor rather hard with my 10ft pole. Ill go south at the end of the corridoor.

[roll1] <- listen
[roll2] <- spot
[roll3] <- intimidate <- that is some good strutting.

What do I see?

term1nally s1ck
2010-04-26, 11:23 AM
LOL.

Ok, you have a belkar hat/chipolata tray.

150XP, chainmail.

From here, you travel 5' eat, then as you poke the floor in front of you, you trigger an acid trap.

A blob of acid flies out of the square and tries to hit you.

[roll0] vs FF touch AC for [roll1] acid damage.

ThisIsALie
2010-04-26, 12:05 PM
I put the armour on and my hat..... I'll come back for the handbag later.

"Damn! This tastes almost bad as my momma's cooking!"

"As least it stings less...."

Fast healing 1 continues.

And I continue walking and poking.

term1nally s1ck
2010-04-26, 12:22 PM
Well, walking past the north/south junction, which turns right after 10' in both directions, you find a door at the end of the corridor, next to a split to the south which turns east again after 10.

ThisIsALie
2010-04-26, 01:10 PM
I will move over to the door to the east, still poking the floor hard and fling open the door and attack anything in the room if I don't set of traps before I reach the door.


[roll0] <- listen
[roll1] <- intiative

term1nally s1ck
2010-04-26, 04:15 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north. You won initiative against the giant chest. Your move?

ThisIsALie
2010-04-26, 05:45 PM
I'd better act fast before it gets it's go.

I'll hit the note with a 10ft pole!

Then I'll try to read it using my finger.

[roll0] <- reading check! Yay that might be a success.

Orc school does teaching good.

If nothing blows up, I'll open the chest.

If nothing blows up I'll take it's contents. Than I'll try take the chest.

term1nally s1ck
2010-04-26, 05:57 PM
A note attached to the latch reads “Greater rewards await the patient man, but only a fool waits forever.”

ThisIsALie
2010-04-27, 02:55 AM
Open the chest take it's contents.

Hmm greater rewards eh?

How heavy is this chest? Could I take it with me?

ThisIsALie
2010-04-27, 08:58 AM
Hold on... I've gone through a door from the east into this room. Yet there is no door where I just entered? There must be a door on the west side of the room or else how did I get into this room by walking east?

term1nally s1ck
2010-04-27, 02:18 PM
...

Ah.

I think I may have just put you in the wrong room...

Want to ignore that and the time and space bending that will be caused later, or suddenly swap rooms?

ThisIsALie
2010-04-27, 02:23 PM
I'll walk into the room I was meant to :p

*spoooooky magic is afoot*

It's still 15 initiative? I might have to fight something more fearsome than a chest!

Although it might have been nice to encounter whatever treasures were in that room twice :p

term1nally s1ck
2010-04-27, 02:51 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||1|||
5||||||
6||||||[/table]
There is a door at A-6 west, another at E-1 and another at F-4. There is a kobold wearing a chain shirt and holding a short sword.
Initiative:[roll0]

ThisIsALie
2010-04-27, 03:03 PM
"Another one eh? You die too!"

[roll0] <- knowledge (zim so smart zim know all kinds of stuff!)
[roll1]+knowledge <- attack (25 total)
[roll2]+knowledge damage (19 total)

"AHAHAHAHAH!"

Should I start looting now, or wait for the blood to drip off the ceiling?

term1nally s1ck
2010-04-27, 03:18 PM
Wow that was slightly brutal.

Errrr, yeah..

150XP, chain shirt, short sword, all small.

ThisIsALie
2010-04-27, 03:21 PM
I grab all the loot. Alas there is not enough left to make a hat of. I go out of the door heading east.

[roll0] <- spot
[roll1] <- listen

Poking things with my 10 pole along the floor as normal.

Damn kobold guts in my eyes and ears.

term1nally s1ck
2010-04-27, 04:04 PM
5' east, 10' north, 10' east, 10' south, you find a pit. the corridor goes 10' further south before turning east, past the pit.

What do?

ThisIsALie
2010-04-27, 04:13 PM
Jump over the pit and follow the corridoor using my 10ft pole to check the floor. If I have a choice of direction at the end of the corridoor, I will go in order: east, north, south, vertically or start hacking at walls.

term1nally s1ck
2010-04-27, 04:25 PM
at the end you go north, trigger a tripwire with your pole harmlessly, turn west and after 15', poking the square in front causes acid.

[roll0] vs flatfooted touch, for [roll1] acid damage.

ThisIsALie
2010-04-27, 04:29 PM
"*sigh* stupid acid"

Moving on? I've just walked in a loop haven't I? Do I see any doors heading upwards or west? If not I'll keep going west until i do. Using pole still.

term1nally s1ck
2010-04-27, 04:32 PM
shortly after that trap, you find yourself at the northern door from the kobold's room.

There's a turning north, and the corridor continues further west before turning north, too.

ThisIsALie
2010-04-27, 04:34 PM
I'll go first north and follow that corridoor until I reach a crossroad, a door or something that 1hitsme. Using pole still.

term1nally s1ck
2010-04-27, 04:59 PM
blah long corridor blah blah acid blah blah door. Corridor ends with the door.

ThisIsALie
2010-04-27, 05:13 PM
I like how varied these traps are ^^

I go in.

If needed:
[roll0]<- intitiative
[roll1]<- knowledge

term1nally s1ck
2010-04-27, 05:28 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3|||
4|||
5|||
6||1|[/table]
There is a door at A5 and C5.
At 15ft above ground there is a metallic, dog-sized, bug looking construct.
Initiatve: [roll0]

ThisIsALie
2010-04-27, 05:37 PM
What sort of DC is it on a jump check to hit it with my sword? If it's high it'll just be the 10 ft pole again. My ultimate backup weapon.

Zim is 6'10''

Yeah it's the pole.

ThisIsALie
2010-04-27, 05:41 PM
Maneuvers roll 3 times just incase 1st two are repeats.

[roll0]
[roll1]
[roll2]

ThisIsALie
2010-04-27, 05:42 PM
Stone bones maneuver used

[roll0] attacking
[roll1] damage

term1nally s1ck
2010-04-27, 06:01 PM
DC is lots. You'd have to jump over 4'.

Anyway, it breathes acid at you.

[roll0] reflex halves.

ThisIsALie
2010-04-27, 06:11 PM
[roll0]
5 Damage to my pool if it fails. 4 If it doesnt.
I heal 1 hp.

[roll1]

ThisIsALie
2010-04-27, 06:13 PM
Not using crusader's strike just yet.

[roll0]
[roll1]

damn post delay!

ThisIsALie
2010-04-27, 06:14 PM
[roll0]
[roll1]

I will draw my sword as a move action and move into the corridoor behind me.

term1nally s1ck
2010-04-27, 06:53 PM
It moves out of sight, then appears 5' above you, burrowing through the wall...

[roll0] for [roll1]

ThisIsALie
2010-04-28, 02:41 AM
[roll0]
lets see what maneuver I get now...

ThisIsALie
2010-04-28, 02:42 AM
Miss btw.

attacking. failing

[roll0]
[roll1]

I'll 5ft step away from the bug thing. If this wouldn't force it to move after me to attack I may take a move action.

I don't want it to be able to hide in the wall after it's attack.

term1nally s1ck
2010-04-28, 08:16 AM
It takes the 5' step, and attacks:

[roll0] for [roll1]
[roll2] for [roll3]

ThisIsALie
2010-04-28, 11:36 AM
It's the lighting. I blame the lighting. Nothing can see a damn thing here.

[roll0]
[roll1]

"Die stupid erm.... Die!"

Another 5 ft step backwards if I miss.

term1nally s1ck
2010-04-28, 12:13 PM
Hit...but not a kill. You step backwards, or not, it follows and attacks:

[roll0] for [roll1]
[roll2] for [roll3]

ThisIsALie
2010-04-28, 12:33 PM
Back on full hp after my attack hit.
3 damage to my delayed pool.
1 hp healed

[roll0]
[roll1]

Full hp after this attack hits.

"AHAHAHA ZIM SQUISH YOU!"

term1nally s1ck
2010-04-28, 12:42 PM
deaded.

150XP.

ThisIsALie
2010-04-28, 01:27 PM
Has it got anything or is it's body valuble? I'll head through the room it was in, have a breif look around and go out the other door.

term1nally s1ck
2010-04-28, 01:31 PM
No and no.

Nothing of interest in the room.

Headed out the other door, the corridor goes 15' west before ending in a T. After 5', it splits north.

ThisIsALie
2010-04-28, 01:33 PM
I'll go to the end of the corridoor and head south along that corridoor. Stick goes tap tap.

term1nally s1ck
2010-04-28, 01:58 PM
blah acid, blah

turning west, you see a door west and a north/south split after 10'.

ThisIsALie
2010-04-28, 02:15 PM
Open the door going west. In I go.

ThisIsALie
2010-04-29, 05:03 PM
This door appears to be posing quite a challenge, but I will get it open any day now. :smalltongue:

term1nally s1ck
2010-04-29, 08:35 PM
Huh. My subscriptions are being weird.

Anyway, door.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.

ThisIsALie
2010-04-30, 02:18 AM
Deja vu.... This means it's..... THE MATRIX. I believe I have a minigun. Do I have a minigun?

I'll read the note, just for completeness and I guess I'll come back later.

I'll head out of the bottom door, muttering about stupid wizards and no miniguns.

ThisIsALie
2010-04-30, 02:20 AM
I'll head in the direction of the door south east of my starting location. Thus I will be going south and east whenever the choice arises.

term1nally s1ck
2010-04-30, 07:58 AM
“Greater rewards await the patient man, but only a fool waits forever.”

Ok, and you wander through a coupla traps, detecting them very capably with your face..

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative:[roll0]

ThisIsALie
2010-04-30, 08:17 AM
It's what my face is for.

[roll0] - init
[roll1] - know
[roll2] - maneu
[roll3]
[roll4]

ThisIsALie
2010-04-30, 08:21 AM
Well, while the cat stares at the wall I'm gonna get smashy in the human's face

[roll0]
[roll1]

stone bones maneuver used.

"DIE SMELLY ELF!" Knowledge 4 I know stuffs!

Ending in square d3

term1nally s1ck
2010-04-30, 08:44 AM
hit and pain. he casts a spell or something then falls over dead.

150XP, chain shirt, longsword.

the animal vanishes without a trace.

ThisIsALie
2010-04-30, 08:52 AM
Ah looting and murder.

If there is more to life I don't care.

Ill grab his stuff and leave via the door in e3.

term1nally s1ck
2010-04-30, 08:57 AM
north the corridor turns east after 10'

South, the corridor turns west after 10'.

ThisIsALie
2010-04-30, 09:01 AM
I'll go south+west north + east. Bashing my stick around as usual just to ensure I set off as many traps as possible. Kinda forgot where I was. I don't have my map wih me atm.

term1nally s1ck
2010-04-30, 10:07 AM
The corridor goes 20' east before turning north. Door south after 15'.

ThisIsALie
2010-04-30, 05:26 PM
Go over to the door. Assume I'm using the 10ft pole from now until I'm not. Fling the door open and get ready for some smashing.

term1nally s1ck
2010-04-30, 05:43 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:[roll0]

ThisIsALie
2010-04-30, 05:47 PM
[roll0] <- initi
[roll1] <- know (HA! I know what an orc is! School wasn't a complete waste)
[roll2]
[roll3]
[roll4]

ThisIsALie
2010-04-30, 05:48 PM
Using stone bones
[roll0]
[roll1]

ThisIsALie
2010-04-30, 05:49 PM
Critical roll confirmation

[roll0] <- to hit.
ups. rolled a d20 for damage.

ThisIsALie
2010-04-30, 05:51 PM
damage from crit confirm



Although my d20 did LESS than this...

it annoys me that you can't edit in rolls.
[roll]1d2

ThisIsALie
2010-04-30, 05:57 PM
I'm gonna take a wild guess and assume 32 damage kills him. So erm. Looting? What is a ripper? I head through the south door.

term1nally s1ck
2010-04-30, 06:02 PM
O_o.

That's I think the second highest damage recorded in this dungeon by a character that wasn't immediately banned.

150XP, chainmail, Ripper, sundark goggles, 500 sp.

A Ripper is a spear version of a greatsword. Same stats, but Piercing, and 30gp cost.

EDIT: Also, I am amused by the addition to the sig.

ThisIsALie
2010-04-30, 06:23 PM
Aww. I feel all warm and happy. Oh wait thats orc innards and adrenaline.

Damn, if only I rolled better on my initial crit and had taken damage I couldve got 4d6 + 18 for 42 max.

Wow, what did the character have to be to be banned?

Out of the south door. What fun awaits?

term1nally s1ck
2010-04-30, 06:34 PM
The record is 39 without bannings, and that was a creature I had to custom make for one of the people running through it.

The banned character was one of my own, actually, as it was the reason I rushed through Floor 1 fast enough to take over as DM capably.

Basically, the rules on damage from falling objects is dependent on weight, while the rules on damage from falling is only based on height.

This let me create a character that weighed a ridiculous amount (about a ton), and had persisted lesser vigor. He also had the soulmelds Blink shirt and rageclaws shaped, letting him teleport 20' as a standard action. This was used to teleport 10' above the opponent, deal 10d6 damage no-save, and take only 1d6. He was banned after 2 encounters, but I was allowed to clear floor 1 using him, to be fair.

Oh, and he was, bar the combo, completely Minned. He ran around with a non-proficient tower shield and armor, had a to-hit roll of -15, a jump mod of -25, and a swim modifier of about -30. Most incompetent character ever, could miss a wall on the attack, and couldn't jump off the floor even with a running start. I was just amused by creating the worst character ever to be completely broken.

Anyway, Out the south door, the corridor goes further than you can see to the east and the west.

ThisIsALie
2010-04-30, 06:47 PM
Heh. So that disclaimer about falling damage was because of you? ^^

Anyhow. I'll head east.

Ive a backup character that deals 2d4+2d6+14(1d6+1 fire 1d6 cold) on attacks and although I could get it higher, it would mean reducing my initiative bonus to a mere +10 instead of +14. :smallamused:

http://www.myth-weavers.com/sheetview.php?sheetid=202611
Not yet finished and to be fair probably wont work. You seem to like your traps.

term1nally s1ck
2010-04-30, 07:24 PM
Swordsage, Burning Blade, and Shadow Blade technique, with a...falchion/spiked chain.

You can't get your Str high enough for a +13, though, you'll need one of the 1.5 tricks...with shadow blade giving you the .5...I'm gonna gamble and say Drow Fighter for the +Dex vs flatfooted?

*checks* I'm goooood. Though there were a few other options for the 1.5 trick, shadow blade would come to mind faster.

Yeah, the falling damage rule was all me :smallbiggrin:

East...looong corridor, some turns later on, a metric ton of traps, and a dead end as you're headed west.

ThisIsALie
2010-05-01, 04:03 AM
Yeah my drow is pretty nasty with her massive damage, 2d20drop1+7 to hit and +14 initiative. But her lack of healing makes her a bit worthless on this floor with the acid in face every 20 ft. She would smush the encounters in the rooms though.

Hit the walls with my sword.

[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

Then taking 20 on search for 20.

Because stupid as zim is, what is the point in random dead ends?

If this truly appears to be a random dead end. Zim will be a) annoyed and b) go back to the corridoor going up from east of his starting room.

term1nally s1ck
2010-05-01, 10:21 AM
The wall crumbles, and you find yourself in the room with a dead orc again.

ThisIsALie
2010-05-01, 05:52 PM
Worst. Secret passage. Ever.

I'll head to the crossroads just east of my starting room's door.

From there I will head up.

term1nally s1ck
2010-05-01, 06:18 PM
Tehe.

North some, east some, north some.

To your West: Northern turnings after 20' and 30'.

To the East: Corridor north after 20', door south after 30', corridor south and door north after 50'.

ThisIsALie
2010-05-01, 06:29 PM
Okay, I'll head west and go north after 20.

term1nally s1ck
2010-05-01, 07:14 PM
10' north, acid, 10' more north, turn east, corridor ends with a door and a turning north after 10'.

ThisIsALie
2010-05-02, 04:37 AM
Is it wrong that Zim is beginning to like the feel of acid on his skin?

Open the door it's murderin' time.

term1nally s1ck
2010-05-02, 04:55 AM
"Ah love the feel of sizzlin' in th mornin' "

Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||1||
4||||||[/table]
There are doors at A3 and F4 south.
In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.
Initiative: [roll0]

ThisIsALie
2010-05-02, 05:29 AM
[roll0] inti Too busy enjoying the acid.
[roll1] know
[roll2] 5 and <- VANGUARD STRIKE!!! My ultimate move.
[roll3]
[roll4] 2 taken

term1nally s1ck
2010-05-02, 05:39 AM
It chaaarges.

[roll0] for [roll1]

Sorry, what weapon are you running about with?

ThisIsALie
2010-05-02, 05:48 AM
I use the 10ft pole when in corridoors and I switch to my Greatsword and then open the door.

Why? Does the ripper have reach?

miss.

[roll0]-1 (14)
[roll1]-1 (11)

If it's still alive I'll take a 5ft step backwards

term1nally s1ck
2010-05-02, 06:05 AM
Hit and it's alive.

It has DR. Your attack was not resisted.

5' step forwards and attack with both claws.

[roll0] for [roll1]
[roll2] for [roll3]

ThisIsALie
2010-05-02, 06:17 AM
3 damage to delayed pool
1 hp healed
"AHAHAHAH ZIM FEEL NOTHING!"
[roll0]
[roll1]

2 hp healed on a hit.

ThisIsALie
2010-05-02, 06:19 AM
[roll0] <- manuever granted this round
[roll1] and next
[roll2]

term1nally s1ck
2010-05-02, 06:21 AM
*splat*

150XP.

Heh..this is the very build that Douglas is owning the top floors with.

If you grab a dread necro level next to get more turn undead uses for DMM Persisting, it'll be identical.

ThisIsALie
2010-05-02, 06:24 AM
Nah, I don't have the charisma to bother about mutiple turnings. -unless extra turning applies for ALL of them instead of just 1. Anything lootworthy?

I'll head out through f4.

term1nally s1ck
2010-05-02, 06:26 AM
It does indeed...You'd get 4 extra uses of every type of turn undead you have.

Douglas has Turn, Rebuke, and Destroy Undeads atm. I think he plans to get at least 1 more, but for now, he can persist nearly all his non-orison spells.

10' south, the corridor ends in a T-junction.

10' east, it turns north. There's a large red notecard hanging from the wall.

ThisIsALie
2010-05-02, 06:34 AM
Hit it with a stick! Hmm if I ever gm I'd say it applies to only 1. This may cause me to rethink my build...

Meh I've turn energy.

If I trade in time domain for another domain. Do I get to re-allocate my spontaneous domain for free?

term1nally s1ck
2010-05-02, 06:45 AM
I'd think so.

"If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. "

The notecard doesn't react to being hit.

ThisIsALie
2010-05-02, 06:52 AM
Okay... I'll hit it off the wall, poke it a bit and then I'll read it.

Wow. That is so broken. Now I just need to find some good low level persist spells.

term1nally s1ck
2010-05-02, 06:59 AM
Divine Favour, Shield of Faith, the Detect series. And Magic Weapon.

It reads: "Boom"

[roll0] damage. You heal.

ThisIsALie
2010-05-02, 07:05 AM
I miss the acid. I'll head north

ThisIsALie
2010-05-02, 07:10 AM
Hmm... Shield of faith is nice I suppose. But it would cost me a level in a class to get it...

term1nally s1ck
2010-05-02, 07:13 AM
Huh? It's a cleric spell, isn't it?

I'm gonna make you a map, I think.

ThisIsALie
2010-05-02, 07:18 AM
To get enough turning to persist shield of faith and lesser vigor I need to take a dread necro level. So that gets me, A good will save, a few arcane spells and +2 ac.

term1nally s1ck
2010-05-02, 07:52 AM
Ahhhhh ok then.

ThisIsALie
2010-05-02, 07:59 AM
Anyhow I've headed east then north from the exploding red card. You said you wanted to give me a map also. I suppose it would help I'm sure mine has more than just a few mistakes.

I'm thinking of getting a level of divine mind and warblade/Fighter.

Full bab still
+2 fort +2 will
+1 attack +1 damage (attack aura) or +1 def
wild talent (yay)
+4 initiative and +1 reflex (time) //weapon focus and +2 to confirm crits (conflict)//+2 saves and +1d6 dmg vs non-lawful (law)//+1 ac and can hit ghosts (force)

ThisIsALie
2010-05-02, 12:22 PM
Yeah when I get 100 exp more I'm going divine mind methinks. Mantles seem to be just like cleric domains, they just give me a power and a few 'spells'.

Like domains, I don't need to do anything special to use the mantle abilites though right?

ThisIsALie
2010-05-03, 03:02 PM
*pokes thread to see if it moves*

term1nally s1ck
2010-05-03, 03:18 PM
Patients, my child, Patients. You have done some odd things.

Also, Imageshack is being mean to me.

http://img202.imageshack.us/img202/9140/nedmapthisisalie.jpg (http://img202.imageshack.us/i/nedmapthisisalie.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

ThisIsALie
2010-05-03, 03:29 PM
It's true, Zim's distortion of space impressed me also and gave me a bit of time to rethink what I did with the chest :p

I've been in the room below no. 14. and the one to the one below no. 5.

I don't think Zim has witnessed the north west loop of corridoor around room 16 (the top and west corridoor of the P shaped bit) or the corridoor below room 5. If you want I can go explore it?

Ah cursed imageshack.

ThisIsALie
2010-05-03, 04:19 PM
I've left room 16, gone east a bit and am heading up. I'll run through the white section and attack the word 'Imageshack' and slice the word into two, leaving 'Images' and 'hack'.

[roll0]
[roll1]

Why do I waste good rolls when I'm messing about :smallsigh:

term1nally s1ck
2010-05-03, 04:48 PM
Ah. Well, that makes thing easier. I must have missed you one-shotting my NPCs.

http://img99.imageshack.us/img99/9140/nedmapthisisalie.jpg (http://img99.imageshack.us/i/nedmapthisisalie.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

ThisIsALie
2010-05-03, 05:25 PM
Damn, if I'd kept quiet Zim might've been able to do some time distortion and end up re-killing and re-looting.

This is a lot more helpful than my MS paint map that consists of lines joining rooms.

To do:

Explore corridoor under room 5 and 6.
Explore the P shaped loop near room 16.
Head up the corridoor between rooms 16 + 7.

term1nally s1ck
2010-05-03, 05:33 PM
Traps traps traps.

Blue notecard on the wall just above the northern door from room 4.
Heading up that corridor, you find yourself at an east/west T.

Both directions, the corridor turns north after 20'.

ThisIsALie
2010-05-03, 05:34 PM
Hit blue note with stick until it is on the floor and probably damaged.
Read it.

Head east + up again from section east + up from room 16.

term1nally s1ck
2010-05-03, 05:35 PM
What about the blue notecard?

25' north, door west.

50' north, corridor turns west.

ThisIsALie
2010-05-03, 05:36 PM
I'll head through the door if the blue notecard hasn't done something crippling.

term1nally s1ck
2010-05-03, 05:41 PM
I dunno, did you read it?

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|||1||
5|||||
6|||||[/table]
There is a door at A-6 west, which you are just outside of, another at A-1 North, and another at E-3. You see a nearly 7' tall, horned hobgoblin-esque creature, wearing studded leather, and wielding a scimitar.
Initiative:[roll0]

ThisIsALie
2010-05-03, 05:48 PM
Yeah, I edited it in. I hit it with my big stick until it was damaged then read it.

[roll0]<- initi
[roll1] <- know
[roll2]
[roll3]
[roll4]
[roll5]

ThisIsALie
2010-05-03, 05:49 PM
attacking with stone bones

[roll0]
[roll1]

fail.

ThisIsALie
2010-05-03, 05:51 PM
missing attacking using stone bones

[roll0]
[roll1]

term1nally s1ck
2010-05-03, 05:54 PM
Heh. Also fail.

It read: "Burn me for help in times of trouble"

HE attacks back:

[roll0] for [roll1]

If 18-20

[roll2] for [roll3]

ThisIsALie
2010-05-03, 05:55 PM
Speaking of fail.

"HAH stupid goblin cant hit nofin!"

[roll0]
[roll1]

Smash?

Can you roll my granted maneuvers? The one min wait is annoying.

term1nally s1ck
2010-05-03, 05:57 PM
150XP, MAsterworked scimitar, MW studded leather, random potion...

ThisIsALie
2010-05-03, 06:00 PM
Ding. Level up.

Looted.

Blue note goes in the bottom of my bag.

I shall roll knowledge arcana!

[roll0]

Can you roll my granted maneuvers so I can just use them instead of waiting a min between posts? I have patience issues :smalltongue: therefore I don't bother. I'll be annoyed if it eventually gets me killed ^^

Hmm... As a cloistered cleric I can cast a free identify if I rest.... But later.

ThisIsALie
2010-05-03, 06:08 PM
Given my deity has the time domain, can I take time mantle as a divine mind?

term1nally s1ck
2010-05-03, 06:15 PM
I don't have Complete Psionic...why would you normally not be able to?

ThisIsALie
2010-05-03, 06:16 PM
My deity isn't listed. It has a list of deities and a list of mantles. Eg. Fharlanghn has: Time, communication, fate and freedom mantles

term1nally s1ck
2010-05-03, 06:23 PM
...Ah.

Aaaand...you only pick one mantle?

If so, I'm more than happy to let you have that. Time = Time. If you wanted an odd other mantle, I'd have to figure out what corresponds to what.

I'll get CPsi soon, I hadn't realised I was missing it :smallconfused:

ThisIsALie
2010-05-03, 06:30 PM
Yeah, I'm just dipping in loads of front loaded classes )

Divine mind gets 1 mantle. 2nd at lvl 6. Which Zim will never see. At least as a divine mind. He gets 1 mantle but extra benefits from that mantle.

I've just realized I'm missing the psionic handbook. Live + learn :smallconfused:

Divine mind is on page 9.

http://www.scribd.com/doc/28474006/Complete-Psionic

term1nally s1ck
2010-05-03, 06:42 PM
Feel free to take that mantle, I'm cool with it. Not the most powerful one going, tbh.

ThisIsALie
2010-05-03, 06:44 PM
Eh? It's got 2 sections. It lets me delay the effects of any attacks/spells for 1 round. 1/day. That is AWSOME. The rest of it is page 71.

Also the +4 initiative lets me retrain agressive to give me +1 armour +2 initiative, I'll swap the +1 reflex onto my will save using detatched. I get +1 attack and +1 damage from my psychic aura too.

term1nally s1ck
2010-05-03, 06:56 PM
It's still only delayed by 1 round...doesn't save you from anything too scary. It's pretty good, but there are better things to get off a one-dip, imo :smalltongue:.

(Incarnum classes are the best one-dips)

ThisIsALie
2010-05-03, 07:02 PM
I'll have a read tommorow. For now, gnight.

ThisIsALie
2010-05-04, 09:40 AM
Hmm. The best looking soulmelds thus far are: Spell resistance (9), rageclaws, ability damage reduction (2), +2 fort (and fire/cold/acid/lightning resist), +1 attack (+1 damage), +2 natural armour and a 20ft teleport..

term1nally s1ck
2010-05-04, 04:14 PM
Spell Resistance is meh.

Rageclaws are great, Ability damage is better dealt with with a binder dip, the mass energy resist is AMAZING, the armor and teleport are fun.

Recall, though, that you can't take all of those as each class.

There's also another one in Dragon Magic. DR 2/Magic, with a +2 per essentia. Incarnate Soulmeld.

A level in each of Totemist and Incarnate could grab you:

Rageclaws not dying-til-dead, DR 4/Magic, Everything resist 3, and maybe you would grab the armor? I don't remember which the dragon mantle is for, so I'm assuming incarnate.

A second level in Incarnate could let you have DR 4/Magic, 3 resist, and a deflection bonus to AC.

If you wanted to dip just one class, DR 2 and Resist 3 are pretty solid options that can increase your chars survivability by a LOT.

ThisIsALie
2010-05-05, 06:24 AM
My character is built around going first and 1 hitting things (you may have noticed :smalltongue:).

That being said, there is stuff here that is very nice... But as always I'm more than a bit skeptical about damage reduction and energy resist as the things I'm most scared of are things that ignore my large hp pool and my ability to heal myself.

ThisIsALie
2010-05-05, 08:33 AM
I'll stick with what I picked, although your advice may be taken on next level to up my abysmal AC. For now, Zim is ready to rock! Zim will leave through the other door in the room.

How many weapons can I have stuffed into my belt at once?

term1nally s1ck
2010-05-05, 08:43 AM
All your own choice, just pointing out that the incarnum has some nice tricks available.

So, if you go for Divine Mind...what for the other side?

EDIT: Ok then, here we go again.

There's a door north and one west.

You can carry any number of weapons provided you don't go over carrying capacity.

ThisIsALie
2010-05-05, 08:51 AM
*stifled laugh* I'm gonna look like a walking wall of weapons. Oh I forgot to get psionic focus.

I stop when I beat dc 20.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]

Hopefully I wont need more rolls.

I go through the north door.

term1nally s1ck
2010-05-05, 09:00 AM
One of my old characters, the factotum/bloodstorm blade (other stuff too), carried 192 weapons. Just in case.

ThisIsALie
2010-05-05, 09:15 AM
wow bloodstorm blade is a nice prc. A few levels in that would make me a lot more versatile... Would master thrower increase the crit range of those weapons if they were thrown as melee attacks?

Aaaaand whats behind door number 1?

term1nally s1ck
2010-05-05, 09:33 AM
Yes, yes he would. In gestalt, that build tends to grab drunken master and master thrower.

15' west, the corridor turns south. 5' east, it turns north.

ThisIsALie
2010-05-05, 09:58 AM
I'll head north.

term1nally s1ck
2010-05-05, 10:22 AM
20' north the corridor turns east. 10' there's an east/west split.

ThisIsALie
2010-05-05, 10:33 AM
Walk up, looking at the east/west split to see if there is a door. If there isn't I'll walk to the top.

term1nally s1ck
2010-05-05, 11:54 AM
10' west, it turns north, 20' east, it turns south.

at the top: 20' east and 30' east there are northern turnings.

ThisIsALie
2010-05-05, 12:01 PM
This apparent lack of doors enrages Zim! I will look east north at 20ft and if there is no door I will look east north at 30ft.

term1nally s1ck
2010-05-05, 12:31 PM
well, looking east, you see the wall.

Out of the corner of your eye, you see to the north, though.

At the 20' turning, the corridor goes 30' before ending in a T junction, and at the 30' turning, the corridor goes 30' before turning west.

There's a door west at the 20' turning, 10' north.

ThisIsALie
2010-05-05, 01:15 PM
Pedantic **** :smallwink: Error noted and this will help avert many map issues.

Lucky for me Zim has peripheral vision!

Yay door! Full of things to kill and treasures to take!

In I go.

term1nally s1ck
2010-05-05, 01:18 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||| [/table]
There are doors at A3 west and E3 east.
A string of 4 notes hangs in the center of the room.

ThisIsALie
2010-05-05, 01:19 PM
*sigh* hit them with a stick. Read em with a small gap between the ones that explose so I can regen some hp.

How many traps does my face detect?

term1nally s1ck
2010-05-05, 01:26 PM
A string of notes hangs from the ceiling in the center of the room. In order, they read: “Fools rush in where angels dare not tread”, and “The follies of youth are best left behind”, and “See reverse side for care instructions” and on the reverse side “There is a reward in this room. The next note says where.” and “KABOOM!”

[roll0] damage.

If the last card is read, the ceiling falls away (Reflex DC 15 to avoid falling bricks, [roll1] bludgeoning damage on fail) and a hay-stuffed sack falls from the ceiling.

ThisIsALie
2010-05-05, 01:36 PM
Sod the dodge, I'll use my face to deflect the bricks!

Do bricks provoke an attack of oppertunity from entering my square? I'm probably flat footed though... Damn I need combat reflexes.... Damn I need more dex.

I'll see what's in the sack.

term1nally s1ck
2010-05-05, 01:42 PM
Sigged.

2 potions.

ThisIsALie
2010-05-05, 01:45 PM
Correction: 2 potions and 1 sack! Looted. Out through the other door

term1nally s1ck
2010-05-05, 01:51 PM
both 20' north and south the corridor turns east.

there's a door directly opposite you.

ThisIsALie
2010-05-05, 01:52 PM
In i go! (Screw you 10 chars minimum!)

term1nally s1ck
2010-05-05, 02:02 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||L|
4|||
5|||C [/table]
There is a door at A-2, and another at C1 east. There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. . A note attached to the wall above the cake reads something else.

ThisIsALie
2010-05-05, 02:07 PM
I'll read the notes. After all, what's the worst that can happen? I don't trust that lever though...

term1nally s1ck
2010-05-05, 02:15 PM
There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading “This Is Your Reward For Pulling The Lever; Eat Me Once You Do” in common. A note attached to the wall above the cake reads “The Cake Is A Lie. The Room Is A Trap.” in common.

ThisIsALie
2010-05-05, 02:22 PM
This(cake)isalie?

Is there a back to the note?

I'll come back to steal the tray and the cake once I find the shop and see how it works.

I leave via A2.

term1nally s1ck
2010-05-05, 02:32 PM
nothing on the back.

red and white bullseye on the floor directly outside the door.

ThisIsALie
2010-05-05, 02:37 PM
Okay... I'll poke it hard with my 10ft pole and if that does nothing:

Can I remove the door from the wall and throw it on the bullseye?

I can do 3d6+8 damage to the wall if the door doesn't want to be free.

term1nally s1ck
2010-05-05, 03:27 PM
The door is a single 500lb sheet of lead. Can you even lift it?

ThisIsALie
2010-05-05, 03:31 PM
Off the ground yes. I could drag 4 of them.

term1nally s1ck
2010-05-05, 03:42 PM
heh, go for it. There is now a massive sheet of lead on the bullseye, and a big hole in the wall.

ThisIsALie
2010-05-05, 03:49 PM
Just checking, but the hole in the wall was caused by me? First I'll look up and poke the ceiling with my 10ft pole from inside the doorway. If nothing deadly happens I'll walk across the door, over the bullseye and go....

term1nally s1ck
2010-05-05, 04:50 PM
5' north, the corridor turns west. 45' south, it turns west. it continues further than that south, but you don't know how far.

ThisIsALie
2010-05-05, 05:04 PM
Heading north then west

term1nally s1ck
2010-05-05, 05:06 PM
turns north after 30'. door south after 15'.

ThisIsALie
2010-05-05, 05:11 PM
Ah doors. They hold so much promise. In I go.

term1nally s1ck
2010-05-05, 05:47 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. Elf is #2. They have equipment. You like equipment, don’t you? There is a door at A5 south, E5 south and D1.
Initiative:[roll0]
[roll1]]

ThisIsALie
2010-05-06, 03:39 AM
[roll0] <- init
[roll1] <- know
[roll2]
[roll3]
[roll4]
[roll5]

ThisIsALie
2010-05-06, 03:41 AM
I shall stand right between them so I can attack both with steely wind.

[roll0] <- elf
[roll1]

[roll2] <- ugly guy. Damn I hope he wasn't wearing armour and doesn't have uncanny dodge...
[roll3]

"DIE STUPID HUMANS!" (I might not know what elves are, but I hate them)

ThisIsALie
2010-05-06, 03:42 AM
I REALLY hate elves. Crit confirm.

[roll0]
[roll1]

term1nally s1ck
2010-05-06, 11:04 AM
the elf is splattered into a small husk. Your 11 misses.

Toothy steps back and casts obscuring mist, centred on himself.

ThisIsALie
2010-05-06, 11:48 AM
I assume it was a 5ft step or else he is asking for pain.
I step into the square he just vacated.


"Try dodge THIS human! Steely strike!"
[roll0]
[roll1]
[roll2] 1 is a miss. <- daaaaaaaaaaaamn it that was a crit too >.<.
"Gah!"

ThisIsALie
2010-05-06, 12:00 PM
Since it may become relevant I'm doing my maneuvers

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

term1nally s1ck
2010-05-06, 12:35 PM
Another 5' step, and a color spray.

ThisIsALie
2010-05-06, 12:36 PM
Oh dear. It's a strong save but will luck favor the dumb?

[roll0] no, no it will not.

Damn I knew I should've shut my eyes.... That stops color spray right?

term1nally s1ck
2010-05-06, 12:39 PM
I don't think so, no.

Aaaand you're unconscious.

When you wake, you find that your valuables (coins and gems) have been taken, and toothy has vanished.

there's a longsword and studded leather on the elf.

ThisIsALie
2010-05-06, 12:41 PM
Can I have a reading on time mantle's ability? Can it delay the effects of color spray? Doesn't sound like it but I just thought I'd check. It might change things drasically. Nevermind it doesn't. Although it is badly worded.

Grr.... Has he left wet footprint or anything from obscuring mist?

I'll grab the items from the elf.

Any exp for elf murder?

term1nally s1ck
2010-05-06, 12:44 PM
No, unfortunately not.

ThisIsALie
2010-05-06, 12:45 PM
No exp, no footprints? Damn.

Feeling greatly annoyed at his horrible luck, zim is going to head out through the south door.

OOC/ a 2 to hit, a 1 for miss chance and a 6 for a save >.< Yeah... And this was exactly the reason I took divine mind over totemist this level.

term1nally s1ck
2010-05-06, 12:50 PM
bad luck is bad.

Which south door?

ThisIsALie
2010-05-06, 01:24 PM
E5. Is the door I wish to use.

term1nally s1ck
2010-05-06, 01:33 PM
5' south there's a door west. 20' south the corridor turns east.

ThisIsALie
2010-05-06, 01:37 PM
Enter the door. Even if it's frendly it's gonna get murdered.

term1nally s1ck
2010-05-06, 01:53 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||1|
4|||
5|||
6|||[/table]
There is a door at A-1 west, B-1, and another at C-1 east
There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room
Initiative:[roll0]

ThisIsALie
2010-05-06, 01:56 PM
I go first.

MURDER!

[roll0] <- knowledge (Holy crap its an elf!)
[roll1] <- attack (steely strike)
[roll2] <- damage

"DIE ELF!"

You have just gotta love knowledge devotion bonuses. You get +1 damage if you get below 15. So I get +1 insight to attacks even if I managed to get negatives. I like having a horrific inteligence modifier and knowledge devotion. My GM would hit me with the DMG if I tried it.

term1nally s1ck
2010-05-06, 02:01 PM
LOL at the 0 knowledge.

It attacks you back, and then falls over dead. You heal.

...150XP, 2 short swords, 4 darts.

ThisIsALie
2010-05-06, 02:04 PM
Small sized I assume. I loot him. Feeling slightly better, it is now time to track down the little looting bastard. I'll head to the chest full of coins room and pick them up. Now I am going to wander around the dungeon until I see him. I'll just go to where-ever I haven't been then when I have been there, I'll go to the next place I haven't been.

I can see it now. It's me statting up pointy teeth and lizardfolk slayer man Orc.

term1nally s1ck
2010-05-06, 02:08 PM
He's nowhere to be found...

Sorry, remind me....have you opened this chest yet?

ThisIsALie
2010-05-06, 02:12 PM
Once in a parallel universe. But no, not in this one.

Hmmm.... I am sorely tempted to make a char purely to kill that guy... I can see the steely true strike begging to be used on him.... +32 to hit...

term1nally s1ck
2010-05-06, 02:15 PM
...what's your XP total?

ThisIsALie
2010-05-06, 02:19 PM
1200
Kill list:
Lizardfolk I hate you guy.
Kobold
flying bug
Guy with longsword and illusion
Orc
Long claws humanoid
Hobgoblin
elf (human)
gnome (elf)

To do: Theif.

term1nally s1ck
2010-05-06, 03:57 PM
There are 8 platinum pieces in the chest.

ThisIsALie
2010-05-06, 04:07 PM
Ooh. Glad I did this after running into the Theif. I'll miss that tasty exp though :(.

I'll leave through the east facing door. Go east 15, north 20 and go along that path. It heads west a bit then north I assume.

... I'm still going to find and kill that damn theif.

term1nally s1ck
2010-05-06, 04:27 PM
It does indeed. On the way west, you stand on a tripwire.

[roll0] for [roll1]. If it does damage, fort save please.

ThisIsALie
2010-05-06, 04:27 PM
[roll0] lots more info!

*sigh* guess I'm using my face to deflect things again.

Edit it missed. I'm glad that roll didn't matter.

I catch the projectile neatly with my face and it does no damage due to my immense scarring good looks. 10 charisma is GOOD for an orc.

term1nally s1ck
2010-05-06, 04:34 PM
[roll0] on a 1, the dart is recoverable.

going north, you find a door.

ThisIsALie
2010-05-06, 04:36 PM
Wait... So with enough ninja skills I could recover all the gallons of acid that were thrown on me?... Meh it's more fun this way. In I go.

term1nally s1ck
2010-05-06, 04:40 PM
not acid splash traps, no.
Projectiles, yeah.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||||S
3||||
[/table]
You see three demon squirrels on the wall at +5, +10, and +15 respectively.

[roll0]
[roll1]
[roll2]

ThisIsALie
2010-05-06, 04:43 PM
[roll0] <- initi
[roll1] <- know

"DIE FURRY SQUIRREL FRIENDS!"
"DIE ELVES!"

ThisIsALie
2010-05-06, 04:45 PM
Steel wind
[roll0]
[roll1]

[roll2]
[roll3]

"AHAHAH TAKE THAT ELVES!"

ThisIsALie
2010-05-06, 04:47 PM
I'll do my crusader maneuvers while I remember:

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

While on topic, can I retrain crusader levels? :p